ARMs: Artificial Maidens
Inspired by Haspen's RTD Starlight Mechanized Corps and notquitethere's Superhero Manager. With a bit of obscure and less obscure manga/anime references, and a bit of Maid RPG, all thrown in a pot and overcooked into what you see...Ongoing Recruitment: The 4th Division is hiring a
Handler to manage the ARM
Malakim-12 of
Team Green.
INTRODUCTION
This is the year 450 of the Naeran Calendar. It has now been 40 years since the Impact of the Phantasm Comet on the Moon of Naera, 40 years of a bitter conflict for survival between humanity and the Phantasmal Entities.
When all seemed lost, the apparition of the Maidens gave back hope to the people of Naera: using the powers of the Phantasm Element, these young girls were able to fight and destroy the until then invincible Phantasmal Entities. Thanks to them, the dream of eliminating the Phantasmal threat once for all seemed an attainable reality... until the apparition of the UPI, Unidentified Phantasmal Intelligence, reduced all these hopes to naught by near annihilating humanity. The Naeran only survived because the UPI then disappeared as suddenly as it had appeared.
Now in the current year 450, the Maidens have long since been phased out from the battlefield. They have been replaced by Artifical Maidens, called ARMs, biomechanical combat units near identical in power and appearance to the young girls they were based on. With the announcement of the 2nd Generation of ARMs, the Nagaea Reclamation and Counter-Phantasm Force (NRCPF) hopes to launch a counter-offensive to reclaim the lost territories, and maybe someday completely eliminate the Phantasm Menace.
0:
- Colonization of Naera by humans.
410:
- The Phantasm Comet strikes and shatters the Moon of Naera, contaminating it with the Phantasm Element.
- 80% of the Naeran population is wiped out by the fall of the infected shards, and the resulting side-effects of Phantasmal Contamination.
412:
- Confirmed hostile reports of the first Apparitions.
- Confirmed hostile reports of the first Spectres. Conventional weaponry having no effect on them, more territories are abandoned to Phantasmal Contamination upon Apparitions and Spectres sightings.
414:
- The entire surviving population is evacuated from Nagaea, the greater continent, to the southern islands of the Midaram Sea.
422:
- Awakening of the first Phantasmal Girl, before they were called Maidens: Lily Ayame the Maiden of Tiaris.
- In the wake of Lily Ayame's awakening, countless awakenings are reported among young girls born after the date of the Impact. The public starts calling these young girls fighting for the sake of humanity: Maidens.
- Incident Summerfall: Team Blue Summer falls to Phantasmal Contamination, becoming the first confirmed case of Fallen Maidens. They are only stopped by Team White Diamond, after their rampage caused the loss of three Maiden Teams and an entire city.
- Creation of the NRCPF -Nagaea Reclamation and Counter-Phantasm Force- to coordinate the operations of Maidens and prevent the apparition of Fallen Maidens.
- Creation of the NCG -Naeran Central Government-.
422-446:
- The southern coast of the greater continent is completely reclaimed and decontaminated.
- Phantasmal Technology allows for breakthroughs in countless fields, especially in bioengineering, and energy generation.
- The first generation of ARMs -Artificial Maidens- is deployed.
- Maidens are slowly phased out from the frontline.
446:
- Half of Nagaea is reclaimed.
447:
- Appearance of the UPI -Unidentified Phantasmal Intelligence-. Loss of contact with the NCG HQ based in Naegaea, as well as twelve fortified cities of the inner continent.
- Operation Kinghead: the entire NRCPF is mobilized to eliminate the UPI.
- Operation Kinghead ends in a devastating failure. Casualty rate among Maidens and ARMs is 9 out of 10. Casualty rate among standard personel is 99 out of 100.
- The UPI single-handedly reduces the past 25 years of reclamation to nothing, before suddenly disappearing.
450:
- The second generation of ARMs is deployed.
GAMEPLAY
The game will usually be split into two phases: Downtime and Mission.
Mission:The phase during which your ARMs will fight Phantasmal Entities, help civilians, decontaminate the land, and possibly get maimed, traumatised, or lose their lives in the process.
Once a mission is selected, it keeps progressing without Commander input until the situation deteriorates or an objective is unsuccessfully reached. The Commander will then be able to decide whether to pursue or cancel the operation.
Downtime:The phase during which your ARMs are supposed to rest, although in practice they may instead get to experience the joys of interpersonal drama, get put through rigorous training to increase their meagers chances of survival and success, or spend time on the operation table or in the incubators to recover from their grievous wounds. If they don't, maybe they will get to relax.
During Downtime, Handlers may assign their ARM to Downtime Activities such as Train or Rest.
Meanwhile, the Commander may use their allocated budget to improve facilities, pay for special treatment, develop equipment, or request new ARMs.
At the end of each Downtime, Maintenance costs are substracted from the team's Budget.
ARM CHARACTERISTICSName: how the ARM is called in-squad.
Designation: the designation code of the ARM.
Type/Subtype: the two types that define the ARM.
Description: Size/Eye Color/Hair Color
Background: what led the girl the ARM is based on to become a Maiden
Trauma: the trauma of the girl the ARM is based on.
Likes: what generates a positive reaction from the ARM.
Dislikes: what generates a negative reaction from the ARM.
Favored Weapon: the weapons the ARM prefers using.
Favored Style: the combat style this ARM is inclined toward.
Attributes
LIFE
MIND
HEART
SOUL
Qualities
Weakness - Power:
Turmoil - Harmony:
Fear - Courage:
Hate - Love:
Combat:
STRIKER:
CASTER:
DEFENDER:
INVOKER:
Non-Combat:
SENSES:
AID:
LABOR:
PUZZLE:
EMPATHY:
CLEANSE:
Types
Determine the affinity of an ARMS.
There are the four main types, each having an associated corrupted type.
Pure: +Power / +Hate
Cool: +Harmony / +Weakness
Brave: +Courage / +Turmoil
Innocent: +Love / +Fear
Tainted: +Weakness / +Love
Maddened: +Turmoil / +Power
Resigned: +Fear / +Harmony
Corrupted: +Hate / +Courage
ARMS CORE ATTRIBUTES
The Core Attributes of an ARMS. Determine their Quality potential.
LIFE: the power and desire to live.
MIND: the power of the mind.
HEART: the power of emotions.
SOUL: the power of phantasms.
ARMS QUALITIES AND FLAWS
Indicators of an ARM's integrity, which also affect their ability to wield their own powers.
Every 2 points in a quality/flaw increases/reduces the associated skill checks by 1.
STATE: Indicates how strong/weak an ARMS currently is in one given parameter.
LEVEL: Indicates the highest quality state that can be reached.
POTENTIAL: determined by Attributes. Indicates the maximum level that can be reached.
FLAW LIMIT: determined by LEVEL * 2. Indicates the lowest state that can be reached before suffering irreversible consequences.
Flaw / Quality
Weakness - Power
Turmoil - Harmony
Fear - Courage
Hate - Love
SKILLS
Skills have an associated Core Attribute, a Skill Level and a Maximum Skill Level. A Skill is affected by Quality/Flaw modifiers.
Combat:
STRIKER (LIFE): imbue the self with magical power and manifest it into weapons to destroy your enemies.
CASTER (MIND): wield magical power to cast spells and overwhelm your enemies.
DEFENDER (HEART): project magical power to create barriers and protected areas.
INVOKER (SOUL): summon your magical power into a phantasmal being to command.
Non-Combat:
SENSES (variable): the ability to perceive and discern. The attribute used depends on the situation.
AID (variable): the ability to heal others and share magical power. The attribute used depends on the situation.
LABOR (POWER): the ability to complete physical labor.
PUZZLE/ENIGMA (MIND): the ability to solve problems and avoid traps.
EMPATHY (HEART): the ability to understand and appease the emotions of others.
CLEANSE (SOUL): the ability to purify phantasmal contamination.
ARMs are delivered at the same time build orders are completed: between Mission Report and Downtime.
Request a new ARM: 12000EC
Replacement Discount(1): -4000EC
Identical Replacement Discount(1)(2): -7000EC
(1) Replacement discounts are only available if the body of the deceased ARM is retrieved. An ARM is considered retrieved if:
- the mission completed successfully
- an extraction is requested
(2) An identical replacement will lose all acquired skills and modifications, effectively reverting the ARM to a blank state.
FACILITIES, MAINTENANCE, OPERATIONAL COSTSMISSION
Support Supply Drop: 1000 EC
Team Support Supply Drop: 800 EC per ARM
Sends specialized equipment to boost a Non-Combat Skill by 1 for the duration of the mission.
Medical Supply Drop: 2000 EC
Team Medical Supply Drop: 1600 EC per ARM
Sends specialized medical equipment to negate the effects of a Wound for the duration of the mission.
ARM Emergency Extraction: 5000 EC
Team Emergency Extraction: 4000 EC per ARM
Sends a Guardian squad to extract an ARM or the entire team.
LIVING
Living facilities apply to the entire team.
Canteen: restores 0/0.5/1/2 Power. Doubled if Rest is selected as an Activity. Cannot heal Weakness.
Basic: Free / No Maintenance
Decent: 2000 EC / 100 EC
Classy: 5000 EC / 250 EC
Luxurious: 10000 EC / 500 EC
Quarters: restores 0/0.5/1/2 Harmony. Doubled if Rest is selected as an Activity. Cannot heal Turmoil.
Basic: Free / No Maintenance
Decent: 2000 EC / 100 EC
Classy: 5000 EC / 250 EC
Luxurious: 10000 EC / 500 EC
Recreation Room: restores 0/0.5/1/2 Courage. Doubled if Rest is selected as an Activity. Cannot heal Fear.
Basic: Free / No Maintenance
Decent: 2000 EC / 100 EC
Classy: 5000 EC / 250 EC
Luxurious: 10000 EC / 500 EC
Landscape Area: restores 0/0.5/1/2 Love. Doubled if Rest is selected as an Activity. Cannot heal Hate.
Basic: Free / No Maintenance
Decent: 2000 EC / 100 EC
Classy: 5000 EC / 250 EC
Luxurious: 10000 EC / 500 EC
MEDICAL
Each medical facility can be used on one ARM at a time. It is possible to have multiple facilities of the same type, for example two Incubator Pods.
Surgical Unit: can fix up to 1/2/4/8 Wounds.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Incubator Pod: restores 1/2/4/8 Power.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Harmonisation Chamber: restores 1/2/4/8 Harmony.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Mending Room: restores 1/2/4/8 Courage.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Decontamination Sphere: restores 1/2/4/8 Love.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
TRAINING
Similarly to medical facilities, training facilities can be used on one ARM at a time. It is also possible to have multiple facilities of the same type, for example two Combat Simulators.
Combat Simulator: provides up to 10/20/30/40 cycles to train a Combat Skill, up to a maximum level of 1/3/5/10.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Learning Accelerator: provides up to 10/20/30/40 cycles to train a Non-Combat Skill, up to a maximum level of 1/3/5/10.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
OPTIMISATION
Optimisation facilities follow the same limits as Medical and Training facilities.
Potential Optimiser: consume collected Phantasm Elements of quality D/C/B/A to increase a Skill Potential, up to a maximum of 4/5/7/10.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Quality Optimiser: consume collected Phantasm Elements of quality D/C/B/A to increase a Quality level, up to a maximum of 2/4/7/10.
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Core Optimiser: consume collected Phantasm Elements of quality D/C/B/A to increase a Core Attribute, up to a maximum of 1/2/5/8
Low-Grade: 1000 EC / 50 EC
Medium-Grade: 2000 EC / 100 EC
High-Grade: 4000 EC / 200 EC
Advanced-Grade: 8000 EC / 400 EC
Rest: Free
Recreational Leave: Free
Surgical Unit: 500 EC per Wound
Training Session: 100 EC per Training Cycle (or per Progress point earned)
DANGER, DIFFICULTY, WOUNDSThe Danger Level determines the additional effects of failures and partial successes.
Low: Failures inflict Quality damage.
Medium: Partial Successes inflict Quality damage.
High: Successes inflict Quality damage.
Crisis: Quality damage cannot be avoided.
Difficulty Range
The Difficulty Range determines the expected difficulty levels of the skill checks encountered during a mission.
Skill checks use a d6, to which are added Skill modifiers and Quality/Flaw modifiers. The result is then compared to the difficulty level to determine the outcome.
Let R be the skill check result, and D be the difficulty level. The outcomes are:
- Failure: R < D
- Partial Success: D <= R < D+2
- Success: D+2 <= R < D+4
- Overwhelming Success: R >= D+4
Task Types
Individual: every ARM rolls individually. Each ARM's result determine their own outcome.
Teamwork: every ARM rolls individually. The highest result is used for the whole team to determine outcome.
Combined: every ARM rolls individually. The results are averaged, and that average is used for the whole team to determine outcome.
Wounds
Wounds are crippling injuries the ARMs may receive during a mission. Each Wound inflicts a stacking -1 modifier on all skill checks.
If an ARM's Quality State becomes negative, it enters Flaw territory. Every time the ARM's Flaw State increases, a Wound roll is triggered.
The Wound roll is a d10 rolled against the current Flaw State.
If the d10 is superior to the current Flaw State, the ARM does not suffer from a Wound.
If the d10 is inferior or equal to the current Flaw State, the ARM suffers from a Wound.
Flaw Limit
If an ARM's Flaw State reaches or exceeds the Flaw Limit (equal to twice the Quality Level), the Wound roll is replaced by a Death Roll.
The Death roll is a d10 rolled against the current Flaw state.
If the d10 is superior to the current Flaw State, the ARM dies. This is the better outcome.
If the d10 is inferior or equal to the current Flaw State, the ARM becomes a Fallen Maiden. This is irreversible, and the worst outcome.
DOWNTIMESkill Progress
Each skill can be trained to increase its current level, to a maximum equal to its potential. The training is represented by Progress, which is naturally gained over the course of Missions but at a slower pace than if one used the Training Facilities.
The Progress required to raise a Skill to the next level is equal to the next Skill level x10. Progress resets to 0 once a Skill gains a level.
Training Cycles
Training Facilities are able to increase Progress gain by 1 point per Cycle. Each use of a Training Facility costs 100EC per Cycle.
Do note that multiple ARMs can use the same Training Facility during a Downtime, but only if the total Cycles is equal or less to what the facility allows.
Example: over the same Downtime, a LG-Combat Simulator can train ARM "Alice" for 4 Cycles, and then train ARM "Betty" by 6 Cycles.
Save for Living Facilities, all Facilities may be shared by Teams. The ARMs of a Team are of course always given priority to their Team's own facilities.
Example: Team A possesses a LG Surgical Unit, which is currently unused. Team B can uses the LG Surgical Unit, only if Team A agrees.
Acquiring Phantasm Elements
When defeating Phantasmal Entities, ARMs will be able to absorb Phantasm Elements. Absorbed Phantasm Elements can then be used in Optimisation Facilities. Do note that Phantasm Elements can not be transferred, and are intrinsic to each ARM. Think of them as experience points.
There are four classes of Phantasm Elements which in order of weakest to strongest are D, C, B, and A.
D-Class Elements can be acquired by defeating waves of Apparitions.
C-Class Elements and above can only be acquired from Spectres or during missions in highly contaminated Red Areas. As a general rule, a Spectre of a given class will drop a Phantasm Element of the same class.
Optimisation
Phantasm Elements are used in Optimisation, to increase Core Attributes, Quality Levels, and Skill Potentials. All Optimisation actions cost a number of Phantasm Elements equal to the next Core Attribute/Quality Level/Skill Potential that is currently being raised.
Example: To raise a Core Attribute from 1 to 2, a MG Core Optimiser and 2 C-Class Phantasm Elements are needed.
A Downtime activity where an ARM and her Handler leave the base as part of their Downtime. Anything could happen during that time, although in general it shouldn't be negative.
SPECTRE COMBATCore and Barrier
To destroy a Spectre, its Core must be destroyed.
However, this Core is protected by at least one Barrier, which must be destroyed to expose the Spectre's Core. Low Class Spectres will only have one Barrier, while Spectre of higher Classes are likely to possess multiple Barriers.
Battle Formation: Focus, Support
ARMs must assume a battle formation when fighting a Spectre. There are two positions in the battle formation: Focus and Support.
Focus: an ARM assuming this position fights the Spectre head-on, and is thus able to damage its Core. It also exposes her to much more danger. There must always be one ARM on Focus.
Effect: Can damage Core. Increased Skill gain.
Support: an ARM assuming this position fights from the sidelines, avoiding to get in the direct line of fire. She is able to damage Barriers, but cannot harm the Core.
Effect: Danger Level and Difficulty are decreased.
Spectres are ranked according to Type and Class.
The Class of a Spectre determines its danger level and degree of maturity. Spectres of Class A are called Incarnations, and are extremely dangerous.
The Type of a Spectre is determined based on which Core Attribute it is associated with, as well as its Class.
LIFE SPECTRES:
D-Class - Harvester
C-Class - Reaper
B-Class - Grand Reaper
A-Class - Incarnation: Death
Weak VS: Invokers
Strong VS: Casters
Main Damage Type: Weakness (LIFE)
MIND SPECTRES:
D-Class - Apprentice
C-Class - Sorcerer
B-Class - High Sorcerer
A-Class - Incarnation: Chaos
Weak VS: Strikers
Strong VS: Defenders
Main Damage Type: Turmoil (MIND)
HEART SPECTRES:
D-Class - Shadow
C-Class - Terror
B-Class - Elder Terror
A-Class - Incarnation: Madness
Main Damage Type: Fear (HEART)
Weak VS: Casters
Strong VS: Invokers
SOUL SPECTRES:
D-Class - Messenger
C-Class - Corrupter
B-Class - Arch Corrupter
A-Class - Incarnation: Corruption
Weak VS: Defenders
Strong VS: Strikers
Main Damage Type: Hate (SOUL)
APPLICATIONS
Congratulation Officer, you have been put in charge of managing a team of 2nd Generation ARMs. There are two player roles.
Commander: the commanding officer in charge of an ARM Team. The one in charge of mission selection, team management, and expenses. This position can be swapped with another player at any moment.
Handler: an officer in charge of managing an individual ARM. The one to manage its schedule and routine, and the one responsible for its operational readiness and mental health. Handlers have a veto power, and are able to refuse that their ARM be included in a given Mission.
To join, fill in the player sheet.
We will be starting with a maximum of 3 ARM TEAMS, meaning a maximum of 3 Commander applications will be accepted. If the amount of Commander applications exceed 3, then the Commanders will be randomly chosen and the rest will become Handlers.
If for some reason we only have Handler applications, then Commanders will be randomly chosen.
Name: how are you called?
Desired Role: choose between Commander or Handler
Appearance: what do you look like? It can be as basic as eye color/hair color.
Background: how was your life until now? A survivor looking for revenge? A new idealistic recruit with a dream? A retired Maiden that couldn't give up the fight, even after losing your powers? A grizzled veteran who wants to finish the job?
Personality: what kind of individual are you? How do you see ARMs? Do you see them as humans, as tools?
Likes:
Dislikes: